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Rename for clarity

/RenderPassXR_Sandbox
Evgenii Golubev 8 年前
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5d761a88
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


float2 centerPosition = posInput.unPositionSS;
float3 centerIrradiance = LOAD_TEXTURE2D(_IrradianceSource, centerPosition).rgb;
float maxDistancePixels = maxDistance * max(scaledPixPerMm.x, scaledPixPerMm.y);
float maxDistInPixels = maxDistance * max(scaledPixPerMm.x, scaledPixPerMm.y);
if (maxDistancePixels < 1)
if (maxDistInPixels < 1)
{
#if SSS_DEBUG
return float4(0, 0, 1, 1);

// Use fewer samples for SS regions smaller than 5x5 pixels (rotated by 45 degrees).
[branch]
if (maxDistancePixels < SSS_LOD_THRESHOLD)
if (maxDistInPixels < SSS_LOD_THRESHOLD)
{
#if SSS_DEBUG
return float4(0.5, 0.5, 0, 1);

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